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Started by Anastasia, April 28, 2014, 03:56:16 AM

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Anastasia

This is for all the various alternate class features, prestige classes and other custom class-related material created for Balmuria.

Alternate Class Features

Note: If an alternate class feature has a listing for deity in it, you must worship that deity to take that alternate class feature.

Battlescarred Paladin (Paladin)
Battle Master (Battle Dancer)
Battle Performer (Battle Dancer)
Blazing Shot (Ranger)
Brains over Everything (Factotum)
Brutish Monk (Monk)
Celestial Wings (Paladin)
Channel Inspiration (Cleric/Favored Soul)
Commanding Knight (Knight)
Cunning Counter (Factotum)
Cunning Expertise (Factotum)
Cunning Mimicry (Factotum)
Cunning Move (Factotum)
Cunning Wizard (Factotum)
Dance of the Furious Unicorn (Battle Dancer)
Devout Factotum (Factotum)
Diamond Blessing (Monk)
Divine Leader (Marshal)
Domain Access (Druid)
Domain Paladin (Paladin)
Eldath's Mercy (Ranger)
Elemental Favor (Noble)
Elven Fencer (Swashbuckler)
Favored of Alicia (Favored Soul)
Favored of Selune (Favored Soul)
Feline Blessing (Cleric/Favored Soul)
Grant Rage (Marshal)
Ground Knight (Knight)
Healer's Protection (Healer)
Iron Resolve (Knight)
Lichfiend (Dread Necromancer)
Line Breaker (Knight)
Mastery of the Stunning Fist (Monk)
Meteor Kick (Monk)
Nature's Protection (Healer)
Necrolyte (Dread Necromancer)
Ninja Strike (Ninja)
Order of the Sainted Blade (Knight)
Order of the White Rose (Knight)
Practical Defense (Healer)
Paladin of Radiance (Paladin)
Psicrystal Empowerment (Psion)
Rally Attack (Marshal)
Ray Shot (Sorcerer/Wizard)
Red Mind (Paladin)
Roaring Mind (Monk)
Sanzha's Cunning (Favored Soul)
Serene Body (Monk)
Serpent's Tongue (Favored Soul)
Shar's Wisdom (Hexblade)
Shield Champion (Knight)
Shield Warrior (Knight)
Solitary Savior (Ranger)
Still Nature (Monk)
Strongman (Marshal)
Sun Fist (Monk)
Survivalist (Scout)
Tactical Acumen (Scout)
Timely Harvest (Favored Soul)
Tree Guardian (Paladin of Freedom)
Touch of Redemption (Paladin)
Undying Flesh (Healer)
Wall Jump (Monk)
Wind's Shield (Favored Soul)
Winter's Blessing (Favored Soul)

Base Classes

Healer, version Balmuria

Boosters

These are crossposted in the appropriate topics, but placed here for reference. Also, boosters are simply a quantity of new material focused around a mechanic, such as exalted feats, or a theme.

Anti-Teleportation
Epic Magic Items
Epic Spells
Exalted Feats
Factotums
Polymorph Subschool Spells

Epic Class Progressions

Epic Acolyte of the Fleshknowers
Epic Aerial Avenger
Epic Angelic Champion
Epic Arcane Duelist
Epic Ash Purifier
Epic Aspirant
Epic Battle Dancer
Epic Battleguard of Tempus
Epic Blessed Fist
Epic Cavalier
Epic Champion of Gwyharwyf
Epic Chameleon
Epic Church Inquisitor
Epic Contemplative
Epic Crusader (Cleric Variant)
Epic Dark Justicar
Epic Defender of the Natural World
Epic Defiant
Epic Dervish
Epic Divine Crusader
Epic Divine Oracle
Epic Dragonfire Knight
Epic Dragon-Pact Wizard
Epic Duelist
Epic Duskblade
Epic Factotum
Epic Fatemaker
Epic Fatesinger
Epic Favored Soul
Epic Fiend-Blooded
Epic Fist of Raziel
Epic Focused Hunter
Epic Frenzied Berserker
Epic Frost Mage
Epic Healer (version Balmuria)
Epic Hellbreaker
Epic Hellreaver
Epic Horizon Walker
Epic Initiate of the Draconic Mysteries
Epic Knight
Epic Knight of the Chalice
Epic Knight of the Raven
Epic Lord of the Bright Fires
Epic Mage of the Illuminated Temple
Epic Magical Factotum
Epic Martial Factotum
Epic Master Ambassador
Epic Master Specialist
Epic Mortal Hunter
Epic Mutilator
Epic Ninja
Epic Noble
Epic Numerologist
Epic Occult Slayer
Epic Orbah
Epic Order of the Bow Initiate
Epic Perfectus
Epic Pious Templar
Epic Planar Champion
Epic Poisoner
Epic Psion
Epic Psychic Warrior
Epic Sacred Exorcist
Epic Savant
Epic Scout
Epic Scythe Master
Epic Sentinel
Epic Shadowbane Stalker
Epic Shattering Knight
Epic Silverstar
Epic Skullclan Hunter
Epic Swiftblade
Epic Temptress
Epic Vigilante
Epic Voice of the Triune
Epic War Dancer
Epic War Mage
Epic Warlock
Epic Wyrm Wizard

Miscellaneous

Combining Damage Reductions
Crystalvein (New Material)
Death's Metal (Bleakarum)(New Material)
Earthbone Steel (New Material)
Epic Bonus Power Points
Epic Hell-Bound Warrior (Design Experiment Prestige Class)
Epic Vow of Poverty
Extended Ability Modifier and Bonus Spells Table
Extended Carrying Capacity Table
Fighter + ACFs (Design Exercise)
Full Bonus Spells Table
Hell-Bound Warrior (Design Experiment Prestige Class)
Level 21+ Dwarven Defender Progression
Lightblood Stone (New Material)
Light Manipulation
New Poisons and Poison Rules (New Poisons)
Monk Unarmed Damage, Huge and Larger
Patient Warrior (Design Experiment Prestige Class)
Song of Ending (New Disease)
Spell-Less Bard
Spiritual Wounds
Superior Dispelling (Epic Weapon Ability)

New Planes and Areas

New Demiplane: Sylica
New Demiplane: The Cauldron
New Elemental Plane of Water Area: Crystal Reef Sea

Prestige Classes

Acolyte of the Fleshknowers
Angelic Champion
Ash Purifier
Blessed Hand
Cosmic Descryer, version Balmuria (Epic Prestige Class)
Cyrokineticist
Dark Justicar
Defender of the Natural World
Divine Agent
Dragonborn Paragon
Dragonbreath Archer (Epic Prestige Class)
Dragonfire Knight
Dragonheart Shapeshifter (Epic Prestige Class)
Dragon-Pact Wizard
Duelist, version Balmuria
Flame Healer
Focused Hunter
Fortune Blade
Grand Weaver (Epic Prestige Class)
Hellfire Master (Epic Prestige Class)
Horizon Walker, version Balmuria
Inferno Heart
Invisible Blade (Variant)
Knight of Sylica
Knight of the Wise Convent
Legendary Dreadnought, version Balmuria (Epic Prestige Class)
Lifespark
Lord of the Bright Fires
Madalani (Epic Prestige Class)
Mage of the Illuminated Temple
Magical Factotum
Martial Factotum
Master Mentalist
Master of Missiles
Mortal Hunter, version Balmuria
Mutilator
Night Avenger
Numerologist
Occult Slayer, 10 level version
Orbah
Perfect Wight, version Balmuria (Epic Prestige Class)
Perfectus
Prosecutor (Epic Prestige Class)
Scythe Master
Shining Blade of the Triad
Shattering Knight
Silverstar
Singer of the Celestial Choir (Epic Prestige Class)
Soul Eater, version Balmuria
Speedmaster (Epic Prestige Class)
Sunweaver (Epic Prestige Class)
Telekinetic Master (Epic Prestige Class)
Temptress
Voice of the Triune
War Dancer
War Wizard (Epic Prestige Class)
Warrior Of The Mind

Substitution Levels

Agonized Fist (Monk)
Bleeding Temple (Knight)
Crusader of the Dragon Princess (Paladin)
Fey Paladin (Paladin of Freedom)
Unearthly Sentinel (Sentinel)
Wise Wings (Fighter)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Alternate Class Feature: Elven Fencer

Through your graceful maneuvers, you wield any weapon with an impossible, precise skill. It is said that this is the style that inspired the legendary elven courtblades.

Class: Swashbuckler.

Level: 11th.

Replaces: If you select this alternate class feature, you do not gain lucky.

Benefit: You may apply your insightful strike bonus to any weapon you wield.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Shining blade of the triad is an improved version of shining blade of Heironeous. Noble paladins and fighters dedicated to the Triad take this class to aid them in smashing evil. The class itself is greatly souped up and very straightforward. There's no pretense of it being a caster class now. No, it's all physical offense and some defensive boons to go with it. In retrospect, the previous version over-corrected, so I upped the prerequisites and toned down a few powers slightly. This was one of my first efforts at making/altering a PrC and it shows.

Changelog: Besides a bunch of style fixes and minor rewordings, increased the skill requirement to 9 ranks of K:R. Added weapon focus as a prerequisite as well as requiring shock blade to use a bladed weapon. Renamed and resorted the shining blade offensive imbuements, but these are ultimately unchanged otherwise. Removed silver from the capstone's damage reduction


Shining Blade of the Triad

Hit Die

d10

Requirements

Alignment

Lawful Good

Base Attack Bonus

+6

Skills

Knowledge (Religion) 9 ranks

Feat

True Believer, Weapon Focus (Any bladed weapon)

Special

Must worship Ilmater, Tyr or Helm.

Class Skills

The shining blade of the triad's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Wis) and Swim (Str)

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+0Shining blade (shock blade)
2+2+3+0+0Electrical endurance
3+3+3+1+1Shining blade (holy blade)
4+4+4+1+1Holy protection+1
5+5+4+1+1Shining blade (axiomatic blade)
6+6+5+2+2Holy protection+2, mettle
7+7+5+2+2Shining blade (thundering blade)
8+8+6+2+2Holy protection+3, sacred body (5/evil)
9+9+6+3+3Shining blade (brilliant blade)
10+10+7+3+3Holy protection+4, sacred body (10/evil)


Shining Blade (Su)

A shining blade of the triad can imbue any bladed weapon he is holding with powerful energies. The exact effects are described below and all the effects stack. Activating shining blade is a swift action. These effects last for a number of rounds equal to the character's level in this class and he may use shining blade the same number of times per day. The various imbuements last even if he drops the weapon or gives it to another person to wield, though he can dismiss the effect as a swift action on his turn.

Shock Blade

A shining blade of the triad can cause a weapon he is holding to crackle with heavenly lightning as a swift action. This causes the weapon to deal an extra 1d6 electricity damage on a successful hit. This damage stacks with the extra damage from a shocking weapon or similar enhancements.

Holy Blade

At 3rd level, whenever the shining blade of the triad imbues a weapon with shock blade, he also bestows the weapon with holy energies. This causes the weapon to deal an extra 2d6 holy damage on each successful hit, as well as count as good to bypass damage reduction. This damage applies only against evil targets. This damage stacks with the extra damage from a holy weapon or similar enhancements.

Axiomatic Blade

On reaching 5th level, the shining blade of the triad also imbues his weapon with the power of law. This causes the weapon to deal an extra 2d6 points of axiomatic damage on each successful hit, as well as count as lawful to bypass damage reduction. This damage applies only against chaotic targets. This damage stacks with the extra damage from an axiomatic weapon or similar enhancements.

Thundering Blade

At 7th level, the fury of the three empowers the shining blade of the triad. Thunderous sonic energy erupts with each strike, dealing an extra 1d6 sonic damage on a successful hit. In addition, any target struck must make a fortitude save (DC 10 + 1/2 character's hit dice + Strength modifier) or be deafened.  A target can only be forced to save against deafening once per round, subsequent strikes in the same round do not add further chances to deafen. The sonic damage is still dealt, and being struck again in a later round allows another chance to be deafened. This damage stacks with the extra damage from an sonic weapon or similar enhancements.

Creatures who do not take sonic damage from this attack through resistance or immunity cannot be deafened.

Brilliant Blade

On obtaining 9th level, the shining blade of the triad pours the pure, blinding majesty of the triad into his weapon. This causes the weapon to function as a brilliant energy and ghost touch weapon. Unlike a normal brilliant energy weapon, this ability does not inhibit the affected weapon from damaging undead, constructs and objects.

Electric Endurance (Ex)

A shining blade of the triad is blessed by the Triad, able to call down heavenly lightning. As a result of his constant exposure to electricity and his ability to channel it safely, he gains resistance to electricity 10.

Holy Protection (Su)

By 4th level, the shining blade of the triad is favored by his patrons, protected by their divine blessings. This manifests as a deflection bonus to armor class. This bonus is +1 at 4th level and rises by 1 every two levels thereafter.

Mettle (Ex)

At 6th level, the shining blade of the triad can resist magical and unusual attacks with great willpower of fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), they instead completely negate the effect. An unconscious or sleeping shining blade of the triad does not gain the benefit of mettle.

Sacred Body (Su)

By 8th level, the shining blade of the triad is nearly one with the glory of the Heavens. As a result his flesh is not entirely mortal, celestial aspects blessing him. This grants him damage reduction 5/evil. At level 10 this improves to damage reduction 10/evil.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#3
Changelog: The expected style cleanup and typo corrections. Boosted the HD back to a d10. Rewrote the starting flavor blurb.

Crusader of the Dragon Princess

Paladins that serve Seira are blessed with draconic powers and the ability to inspire hope, just like their patron.

Hit Die

d10

Requirements

To take a crusader of the dragon princess substitution level, a character must have Seira as a patron and about to take her 1st, 3rd or 6th level of paladin.

Class Skills

Crusaders of the dragon princess have the same class skills as a standard paladin, plus Knowledge (Arcana).

Skill Points per Level

2 + Intelligence modifier.



   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SavesSpecialSpells
1+1+2+0+0Aura of good, detect evil, dragonfire wrath-
3+3+3+1+1Aura of courage, dragon's energy-
6+6+5+2+2Good hopeSame as paladin

Dragonfire Wrath (Su)

Through your devotion to Seira you can call on purifying flames to cleanse evil. Once per day you may cloak a melee or natural weapon in these flames as a swift action, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike. This effect lasts for a number of rounds equal to your paladin level. When you reach 5th, 10th, 15th and 20th level you gain another daily use of this ability and the damage you inflict rises by 1d8.

This benefit replaces the smite evil class feature gained by a standard paladin.

Dragon's Energy (Su)

At 3rd level you gain the vitality of dragons. Each day at dawn you gain temporary hit points equal to your paladin level + 5.  These temporary hit points last 24 hours, fading away if they last until the next dawn. These hit points cannot increase your hit points past double your maximum hit points.

This benefit replaces the divine health class feature gained by a standard paladin at 3rd level.

Good Hope (Sp)

You manifest Seira's hope through your blade and deeds. At 6th level, a crusader of the dragon princess can use a good hope spell-like ability once per week, using her paladin class level as her caster level. She can't use this on herself, but only on another creature. At 9th level and every 3 levels thereafter, you gain another weekly use of this ability.

This benefit replaces the standard paladin's remove disease class feature.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
Knight of Sylica

Hit Die

d8

Requirements

Base Attack Bonus

+5

Feats

Devotee of Sylica

Spells

Able to cast 1st level divine magic

Special

Able to channel energy as a cleric

Class Skills

The knight of Sylica's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (Planes) (Int),  Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int)

Skill Points at Each Level

2 + Intelligence modifier.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +1 +2 +0 +2 Channel energy, stealth of the Shadowed Angel -
2 +2 +3 +0 +3 Light of the Shining Angel +1 divine
3 +3 +3 +1 +3 Bonus feat, resolve of the Opal Angel +1 divine
4 +4 +4 +1 +4 Protection of Syala +1 divine
5 +5 +4 +1 +4 Might of Alicia +1 divine

Stealth of the Shadowed Angel (Sp)

You are protected by the shadows, hidden from evil's prying eyes. Once per day you can cast nondetection as a spell like ability. Your caster level equals your hit dice.

Channel Energy (Su)

Your knight of Sylica class level stacks with any other classes that grant channel energy. A 10th level cleric/1st level knight of Sylica channels energy as an 11th level cleric, for example.

Light of the Shining Angel (Su)

Radiance from above shines down, wiping away the undead that fear the sun's touch. Whenever you turn undead, the radius of effect is filled with sunlight for one round. This is identical to real sunlight, having all the normal effects of sunlight. This effect is treated as a 3rd level light spell for the sake of interacting with darkness descriptor spells.

Bonus Feat

At 3rd level, you gain a bonus exalted feat.

Resolve of the Opal Angel (Ex)

Through your trials you have gained a preternatural resolve. You gain a +4 bonus to saves against mind affecting spells and abilities.

Protection of Syala (Su)

You have learned how to protect others, to prevent more victims of tragedy. Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. This is identical to the granted power of the family domain; if you already possess this ability you gain a second use per day.

Might of Alicia (Sp)

With your holy touch, evil crumbles. You may cast dispel evil once per day as a spell-like ability. The caster level is equal to your hit dice.

---

Devotee to Sylica [Exalted]
Prerequisite: Must have Alicia or Syala as a patron
Benefit: For the purposes of determining damage from spells or abilities dependent on alignment, you are treated as either lawful or chaotic, whichever is most advantageous. This does not apply to other effects based on alignment, such as the deflection bonus from a protection from chaos or law spell.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#5
A revamp of the 3.0 class in Faiths and Pantheons.

Changelog: Style and typo cleanups.


Silverstar

Hit Die

d8

Requirements

Alignment

Chaotic Good

Base Attack Bonus

+4

Skills

Survival 4 ranks, Sense Motive 2 ranks.

Feats

Blind-Fight, Initiate of Selune

Spells

Able to cast 2nd level divine spells, plus access to the Moon Domain.

Class Skills

The silverstar's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Skill Points at Each Level

2 + Intelligence modifier.

Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +2 +0 +2 Moon spells +1 divine
2 +1 +3 +0 +3 Lunar sight +1 divine
3 +2 +3 +1 +3 Moon's hand +1 divine
4 +3 +4 +1 +4 Tears of Selune +1 divine
5 +3 +4 +1 +4 Prophet's sight 1/day +1 divine
6 +4 +5 +2 +5 Moon's hand, Selunite lycanthropy +1 divine
7 +5 +5 +2 +5 Moonshield +1 divine
8 +6 +6 +2 +6 Prophet's sight 2/day +1 divine
9 +6 +6 +3 +6 Greater moon hand +1 divine
10 +7 +7 +3 +7 Moonfire +1 divine

Moon Spells

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spellslot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell (torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of the Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#6
This exists since I tend to balk at things that break the economy of actions. On demand teleport is pretty handy, at least.

Alternate Class Feature: Cunning Move

While many factotums gain the ability to act above and beyond, others gain the ability to act swiftly to ensure safe escapes from sticky situations.

Class: Factotum

Level: 8th

Replaces: If you select this alternate class feature, you do not gain cunning surge.

Benefit: Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke attacks of opportunity.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#7
This is from the Manual of the Planes. It's adapted and adjusted to 3.5 as well as some other tweaks. Tweaks not listed in the changelog were made back when I wrote this up for Balmuria 2.

Changelog: Added K:P as a class skill. Style and typo cleanups. Altered the save DC of aura of menace not to suck. Rewrote mystic union to make it a bit more encompassing. Considering you suffer 5/10 spell progression for this class, I figure making the transformation more complete is reasonable. Added a note that a deity may fine tune or adjust the changes of mystic union to suit it.


Divine Agent

Hit Die

d8

Requirements

Base Attack Bonus

+4

Skills

Knowledge (Religion) 7 ranks.

Special

The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity's behalf). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter. After a character has embarked on this path (as a 1st level divine agent), a divine agent cannot become the divine agent of another deity.

Class Skills

The divine agent's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at Each Level

4 + Intelligence modifier.

Class Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Granted domain -
2 +1 +0 +0 +3 Contact +1 divine
3 +2 +1 +1 +3 Godly gift, menacing aura -
4 +3 +1 +1 +4 Altered appearance +1 divine
5 +3 +1 +1 +4 Commune, plane shift to deity's plane -
6 +4 +2 +2 +5 Godly gift +1 divine
7 +5 +2 +2 +5 Plane shift to any plane -
8 +6 +3 +3 +6 Alignment shift, audience +1 divine
9 +6 +3 +3 +6 Godly gift, mystic union -
10 +7 +3 +3 +7 Gate +1 divine

Granted Domain

A divine agent gains access to one domain chosen from among those her deity offers, and with it the granted power of that domain. Divine agents who were once clerics essentially gain a third domain this way and can prepare their domain spells at each level from the new domain's list if they wish.

No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows channeling energy, use the sum of a character's cleric and divine agent levels to determine the ability's effect.

Contact (Su)

A divine agent of 2nd level or higher may be contacted mentally by her deity or its agents, usually to impart particular knowledge and orders to the divine agent. This contact only functions one way; the divine agent cannot initiate the contact, question the orders, or ask for clarifications. The nature of the contact depends on the deity: Dreams, ghostly visions, and illuminations from above are all possibilities. Contact from the deity rarely interrupts the divine agent's normal actions.

Menacing Aura (Ex)

At 3rd level, a divine agent gains the ability to generate an intangible, invisible aura of menace that weakens hostile creatures within a 20ft radius. Anyone about to attack the divine agent must attempt a Will save (DC is 10 + 1/2 divine agent's hit dice + divine agent's Charisma modifier). Those who fail the saving throw suffer a –2 morale penalty on attacks, checks, and saves for one full day or until they successfully damage the divine agent generating the aura. A creature that made its initial save or damaged the divine agent is immune to that divine agent's aura for one day.

Godly Gift

At 3rd, 6th and 9th levels, the deity bestows on the divine agent a gift. Each deity's gift varies, but it is usually the ability to use a spell from one of the divine agent's domains as a spell-like ability. The deity offers a spell of the divine agent's level or lower. In other words, a 3rd-level divine agent would gain one of her 1st-level, 2nd-level, or 3rd-level domain spells as a spell-like ability. The divine agent may use this ability once per day. The caster level of these spell-like abilities equals the divine agent's hit dice.

Altered Appearance (Ex)

At 4th level, a divine agent begins to show prominent physical modification to match the desires of her deity. For good aligned deities, this often takes the form of golden skin, hair, or eyes. Divine agents of evil-aligned deities might gain horns, antlers, or a pointed tail. Neutral deities may provide a copper or silver tone to the skin, while nature deities may cause a greenish pallor and bark-like hair. Elemental powers may alter their divine agents' appearance by giving a texture to the skin reflecting the element involved. All such alterations are permanent, though disguise or spells may hide them.

Commune (Sp)

A divine agent of 5th level or higher can activate this spell-like ability (as the spell of the same name) once per week. The caster level equals the divine agent's hit dice.

Plane Shift to Deity's Plane (Sp)

A divine agent of 5th level or higher may plane shift to her deity's home plane once per day, and from that plane to the divine agent's native plane. The caster level equals the divine agent's hit dice.

Plane Shift to Any Plane (Sp)

Upon reaching 7th level, a divine agent may plane shift to any plane of existence, as per the spell, once per day. The caster level equals the divine agent's hit dice.

Audience (Sp)

Up to twice per year a divine agent of 8th level or higher may request an audience with her deity, which functions as a double duration commune spell allowing a number of questions equal to double the divine agent's hit dice.

Alignment Shift

If a divine agent is not the same alignment as her deity, then her alignment shifts to match it as soon as the divine agent reaches 8th level.

Mystic Union (Ex)

At 9th level, a divine agent becomes a magical creature. She becomes an outsider native to the deity's home plane rather than her previous race. She gains any alignment subtypes that mach her alignment. Additionally, the divine agent gains damage reduction 10. This damage reduction is bypassed by the opposite alignment of the deity's; a servant of Asmodeus would gain damage reduction 10/chaotic or good. A neutral deity grants damage reduction 15/magic instead. In any case, this damage reduction does not stack with other forms of damage reduction.

Further adjustments may be made at the discretion of the divine agent's deity.

Gate (Sp)

A 10th-level divine agent can activate this spell-like ability (as the spell of the same name, except it only reaches the home plane of the divine agent's deity) once per day. The caster level equals the divine agent's hit dice.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Another option for paladins who don't want a special mount. How useful it is directly hinges on how useful your deity's domains are to you.

Alternate Class Feature: Domain Paladin

While some paladins are shown divine favor by the gift of a celestial mount, your piety is rewarded in another way.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You may select a domain your deity grants access to. You gain the granted ability of this domain. You may use your paladin level in place of cleric level if it calls for your cleric level. In addition, you may add the spells from that domain to your paladin spell list.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This feature allows a paladin to get damage reduction in exchange for his mount. This is mildly useful, moreso if the paladin already has another source of damage reduction/-. It's otherwise identical to a barbarian's damage reduction.

Alternate Class Feature: Battlescarred Paladin

Your trials against evil have tested your mettle. Like iron from the forge, you have emerged strengthened.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You gain damage reduction 1/-.  At level 8 it rises to damage reduction 2/- and rises by another point every three levels thereafter. (11, 14, 17, 20, 23, ect.)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This alternate class feature trades a mount for another means of mobility. Flight's always handy to have, especially flight that can't be disrupted by killing your mount.

Alternate Class Feature: Celestial Wings

Like the celestial servants of your deity, you are liberated from the surly bonds of earth.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You grow a pair of white feathered wings. These wings grant a fly speed of 50ft (good).
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

For the paladin who wants to channel energy better. It fills in the level gap between a dedicated cleric and paladin.

Changelog: Adapted to channel energy.


Alternate Class Feature: Paladin of Radiance

Light shines from you with an intensity to rival the most pious cleric.

Class: Paladin.

Level: 5th.

Replaces: If you select this alternate class feature, you do not gain a special mount.

Benefit: You are treated as a cleric of your paladin level to channel energy, instead of a cleric three levels lower than your paladin level.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#12
An option if you prefer not to mess with mounted combat. It's not all -that- great, but neither is knight.

Alternate Class Feature: Ground Knight

Most knights are valiant warriors that charge across the battlefield on snow white stallions. You do not, as you trust only your two feet. You learn to use your feet to the utmost, dashing across the battlefield.

Class: Knight.

Level: 2nd.

Replaces: If you select this alternate class feature, you do not gain mounted combat.

Benefit: You gain a +10ft bonus to movement speed. This functions while wearing any armor, but not while carrying a heavy load.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

This is a conversion of Frost Rager from Frostburn. I tweaked it here and there to work better. Power Attack was dropped as a prerequisite. Power Attack isn't called on anywhere in the class plus it's already full of prerequisites. One-Two Punch was changed to Flurry of Blows. It's the same thing as 1st level flurry of blows, so why change what's not broken? Likewise I trimmed down burning rage, there's no need for extra unarmed damage dice. This is designed for gestalt, go take a dip in monk or battle dancer if you want to raise those. Hell, with the PrC's design, that would make a lot of sense. Instead I had it add extra fire damage dice and I wasn't stingy with them. Fire is the most resisted D&D element, so I figured it wasn't a bad idea.

The 50% miss rate and Blazing Rend are the highlights of this class. The 50% miss more than makes up for the AC problem with rage, to the point of being arguably too good. Blazing Rend is nice since it's extra damage without a to-hit roll. I think being fire-based does hold this class back enough to make it balanced, though.

Changelog: A bunch of style corrections.


Inferno Heart

Hit Die

d12

Requirements

Base Attack Bonus

+6

Skills

Intimidate 4 ranks, Survival 4 ranks

Feats

Blazing Berserker, Improved Unarmed Strike

Special

Rage or frenzy ability

Class Skills

The Inferno Heart's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis) and Survival (Wis)

Skill Points at Each Level

2 + Intelligence modifier







Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +2 +0 +0 Burning rage, flurry of blows
2 +2 +3 +0 +0 Boiling blood
3 +3 +3 +1 +1 Absorb heat
4 +4 +4 +1 +1 Improved burning rage
5 +5 +4 +1 +1 Blazing rend

Burning Rage (Su)

While raging, the character grows larger and more massive, and his boiling sweat warping the air as it steams out of his pores, shrouding his body wavering distortions. The Inferno Heart's actual size category does not change (nor does his space/reach), but he does gain 20% concealment from the superheated air around his body. In addition, an Inferno Heart's unarmed attacks deal an additional 1d6 points of fire damage.

Flurry of Blows (Ex)

This functions as the monk ability of the same name. If the Inferno Heart possesses this ability already, his Inferno Heart level stacks with the other source of this ability to determine lowering the penalty from flurry and for greater flurry.

Boiling Blood (Su)

At 2nd level, an Inferno Heart's blood becomes boiling hot. His wounds instantly cauterize and stop bleeding; he is immune to attacks that cause wounding or bleeding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

Absorb Heat (Su)

At 3rd level, while raging, the Inferno Heart not only gains immunity to fire as normal, but it heals him. For every 2 points of fire damage that would have otherwise have been dealt by an attack, the Inferno Heart heals 1 point of damage.

Improved Burning Rage (Su)

At 4th level while raging, the Inferno Heart's natural concealment bonus rises to 50%. His unarmed attacks now deal an extra 2d6 points of fire damage, this replaces the previous 1d6 points of bonus fire damage. In addition, he deals an extra 2d10 points of fire damage on a critical hit.

Blazing Rend (Ex)

At 5th level, an Inferno Heart gains the ability to rend a target. In any round that the Inferno Heart hits the same foe with two or more unarmed attacks while in a rage, he immediately deals an additional 2d8 points of damage (plus 1.5 times his Strength bonus), plus the bonus fire damage from Improved Burning Rage. If you are smaller or larger than medium, the base damage for rend changes appropriately.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#14
Healer. They have healing, more healing and even more healing just for kicks. They have absurd, redundant amounts of ways to mend wounds. With the exception of a few obscure splatbook spells and a few spells that aren't suitable for her, she has every single conjuration (healing) spell I could find.

At heart the healer is mostly an NPC class. They excel at healing and healing alone. Most PCs prefer to be more active.

Most of the spell selection is self explanatory. Deathwatch has the evil descriptor but that's the fault of the basic spell being weird. The healer has the various law/chaos versions of certain spells, she can cast whichever match her alignment as usual. Finally, miracle is there because a lot of high level and epic effects require a wish or miracle to undo. This gives the healer a burst in versatility near epic, but it's unavoidable. They need miracle to function at their job, so oh well.

Changelog: The expected style corrections.


Healer

Alignment

Any Good.

Hit Die

d8

Class Skills

The healer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Skill Points at 1st Level

(4 + Intelligence modifier) x 4.

Skill Points at Each Additional Level

4 + Intelligence modifier.






















Level Base Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +0 +0 +0 +2 Channel energy, healing hands
2 +1 +0 +0 +3 Skill focus (heal)
3 +1 +1 +1 +3 Aura of protection
4 +2 +1 +1 +4 -
5 +2 +1 +1 +4 Effortless healing
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 Lingering healing
8 +4 +2 +2 +6 Unicorn companion
9 +4 +3 +3 +6 -
10 +5 +3 +3 +7 Panacea
11 +5 +3 +3 +7 -
12 +6 +4 +4 +8 Overflowing energy
13 +6 +4 +4 +8 -
14 +7 +4 +4 +9 Emergency healing
15 +7 +5 +5 +9 -
16 +8 +5 +5 +10 Life's caress
17 +8 +5 +5 +10 -
18 +9 +6 +6 +11 True calling
19 +9 +6 +6 +11 -
20 +10 +6 +6 +12 Brilliant apotheosis

Class Features

All of the following are class features of the healer.

Weapon and Armor Proficiencies

A healer is proficient with all simple weapons. Healers are proficient with medium armor and light shields.

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or channels energy, she adds her Wisdom modifier plus one half of her healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Channel Energy (Su)

As the cleric ability of the same name. Note that a healer applies her bonus from healing hands to the total of her channeling dice. For example, a 5th level healer with a Wisdom score of 18 channels energy for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the healer's power continues to restore the target after her touch. For a number of rounds equal to her healer class level, the target gains fast healing equal to the healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.

Unicorn Companion (Ex)

When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.

Once per day, as a full round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A healer of 12th level or higher may select from alternative lists of companions (see below). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character's healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have that creature as a companion.) For example, a 12th-level healer could select a celestial lammasu as a companion. The celestial lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the -4 adjustment) instead of 12th level.

Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a -4 penalty on attack rolls and weapon damage rolls.

Panacea (Su)

At 10th level, the healer may remove negative afflictions when casting a spell from the healing subschool or channeling energy. She may do so a number of times per day equal to her Wisdom modifier. This ability functions as a panacea spell, save that it does not restore extra hit points from the final function of panacea. If the spell or channel energy affects multiple targets, the Healer may affect up to three. If she wishes to affect more in that casting, she may consume another daily use to affect another three targets, and so on for as many targets and uses of panacea she has.

Overflowing Energy (Ex)

At 12th level, the healer has absorbed so much positive energy that she is immune to the ravages of negative energy. The healer is now immune to negative energy damage, such as that from a inflict light wounds or harm spell.

Emergency Healing (Su)

At 14th level, the healer can call on the life energy within her to affect a sudden surge of restoration in a split second. A number of times per day equal to her Wisdom modifier divided by 3 (Minimum 1), the healer may cast any spell of the healing subschool as an immediate action.

Life's Caress (Su)

At this late stage of a healer's career, her entire being is suffused with so much positive energy that she shrugs off negative levels. The healer is now immune to negative levels, such as from an enervation spell or the attacks of certain undead.

True Calling (Ex)

So great is the healer's devotion to restoration that even death recedes from her call. When attempting to resurrect the dead, she adds a +50% bonus to the resurrection chance roll. She may exceed the normal caps for a resurrection roll, to a maximum of one hundred. In addition, creatures revived by the healer are not subject to changes from being brought back.

Brilliant Apotheosis (Ex)

At 20th level, the endless flow of life energy in the healer has changed her from her mortal roots into a creature of pure energy. The healer gains the vivacious creature template from the Planar Handbook. The healer does not become incorporeal, which means she does not lose her natural armor bonus, attacks relying on physical touch are not impeded, and she does not lose her Strength score. She gains all other benefits from the template, plus she may disable her positive energy aura as a free action and does not take Strength damage for keeping it suppressed. In addition, she gains the good subtype.

Spells

A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

To cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0 level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Wisdom modifier.

Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is identical to that of a sorcerer. In addition, she receives bonus spells for a high Wisdom.

Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

A healer majors in healing. They get any healing spell or spell reasonably related to this. They minor in protection and a very few bits of buffing.

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.
1st—bless water, calm animals, conviction, cure light wounds, delay disease, ease pain, endure elements, faith healing, goodberry, healer's vision, healthful rest, incite, inhibit, invest light protection, lesser vigor, protection from chaos, protection from evil, protection from law, remove fear, remove paralysis, resurgence, sanctuary, shield of faith.
2nd—aid, barkskin, bear's endurance, calm emotions, conduit of life, cure moderate wounds, close wounds, delay poison, divine protection, eagle's splendor, enthrall, estanna's stew, gentle repose, halt undead, healing lorecall, hydrate, lesser restoration, lesser spell immunity, make whole, owl's wisdom, protection from negative energy, remove addiction, remove blindness/deafness, remove disease, resist energy, shield other, stabilize, status.
3rd—create food and water, cure serious wounds, dispel magic, grace, heart's ease, hold person, insignia of healing, invest moderate protection, magic circle against chaos, magic circle against evil, magic circle against law, magic vestment, mantle of chaos, mantle of good, mantle of law, mass aid, mass conviction, mass lesser vigor, mass resist energy, mass resurgence, neutralize poison, protection from energy, refreshment, remove curse, remove nausea, restoration, vigor, wind wall.
4th—blood of the martyr, channeled divine health, contingent energy resistance, cure critical wounds, death ward, delay death, freedom of movement, glory of the martyr, greater resistance, greater status, healing spirit, last breath, mass aid, mass cure light wounds, mass shield of faith, panacea, positive energy aura, recitation, reincarnate, rejuvenation cocoon, remove fatigue, seed of life, sheltered vitality, spell immunity, wall of chaos, wall of good, wall of law
5th—atonement, break enchantment, dance of the unicorn, darts of life, divine agility, greater vigor, healing circle, invest heavy protection, mass cure moderate wounds, spell resistance, stalwart pact, stoneskin, stone to flesh, sustain, true seeing.
6th—celestial blood, greater dispel magic, greater restoration, heal, heroes' feast, hold monster, mass bear's endurance, mass cure serious wounds, mass eagle's splendor, mass owl's wisdom, rejection, revivify, superior resistance, vigorous circle, regenerate, repel wood, resurrection, tortoise shell.
7th—aura of vitality, detoxify, empyreal ecstasy, fortunate fate, mass cure critical wounds, mass hold person, mass restoration, mass spell resistance, renewal pact, repulsion.
8th—antimagic field, cloak of chaos, greater spell immunity, holy aura , mass death ward, mass heal, repel metal or stone, shield of law, spread of contentment, surelife.
9th—antipathy, foresight, mass hold monster, miracle, sublime revelry, sympathy, unyielding roots.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?